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Zerzuran Ironwood Resin Armor

Armor

An art of Mashay Chartamancy that traditionally was reserved for nomdadic clan leaders and their inner circle. It is made from a composite of powdered ironwood, chartamancy scrolls, and the resins of certain desert beetles. It forms a material as hard as steel, but lighter. Each suit is traditionally adorned with flying clan banners that detail the wearer's lineage, exploits, and ultimate destiny. In the Zerzuran Wordbearers, these merely denote rank. 

More interestingly, each suit of ironwood armor is compatible with chartamancy augmentations. Different crafters each have their unique métier. The Eashir crafters of old preferred paragliders, wings, and wingsuits that would retract and expand at will. The Barqabus clan still add extra arms that can swing weaponry and hold shields, as well as elongated legs with actuated claws and tails. The Sayaad clan are known to Create Tarakub's Paint Set for their armors. Combined with certain soul-rituals and surgeries, they have a traditional role of Mukhlis, humans who strongly identify and even appear to be beasts and serve the clan as its most fearsome warriors. Zerzuran Wordbearers incorporate many aspects of traditional crafting to create battlefield specialists. Their mass produced armors tend not to be as powerful or well made, but they are many. 

Destroying Augmentations

To destroy an armor augmentation, it must be targeted specifically. The attacker targets the body location that the augment is grafted to, at -1d. If the attack is able to cause Killing damage despite the 1d penalty, location, and armor value when it is targeted specifically, then it is destroyed. 

Clan Barqabus Armor Augmentation

Barquabus Arm Servant

Augmentation: Cuirass (medium, max 2)

Build Effects: Self +0, Summon one Threat 4 (+3), Permanent (+4), +1 skill ED w/ restriction (+2)

Flaws: Single purpose (-1), Baroque prep (-2), Easily Possessed (-1)

Intensity: 5

Description: The armor is permanently grafted with a single autonomous limb. The limb is treated as a Threat 4 Unworthy Opponent which is attached to your back. Depending on its intended use, it can either be equipped with a weapon or shield, whose sole task is to autonomously attack, parry, or defend. Such limbs are Mindless Creations Subject to Possession which have four directives:

  1. Hold any item marked with your identity sigil.  
  2. If nobody is attacking the wearer, be still and stay out of my way. 
  3. Block any attack. Attack any enemy. Parry any attack. (Choose one at creation). 
  4. Let go of the item if the wearer tries to take it. 

The attack damage or defense value granted depends on what weapon it holds. It can hold any one-handed item. Whatever it is designed for, its dice pool is 4+1ED. The wearer need not be aware of an attacker for the Barqabus arm to respond. 

Clan Sayaad Armor Augmentation

Sayaad Mukhli Visage 

Augmentation: Helm (light, max 1)

Build Effects: Self +0, Attunement with Physical Transormation (+5), Rearrange Stats* (+4)

Flaws: Baroque prep (-2), Only Heritable (-3)

Intensity: 4

Description: Using Create Tarakub's Paint Set to create a beastly mask, a shaman of the Mukhlis permanently confers the visage of a beast upon the wearer. Only one born of this rare caste are able to take on this transformation as intended. Upon donning the visage, the wearer takes on an appearance of a beast. Some become wolves, Mothfolk, Horse, Bluff Crawler, even giant Flower Pixie. They do not gain the special abilities of these beasts, only the physical appearance and certain physical aspects, to a degree. Removing the mask is extremely uncomfortable, and causes the illusion to partly fail until it is put back. If the mask is removed or destroyed, Mukhli is at -2d to all rolls until it is restored. 

*Mind, Charm, and Command are reduced by up to 2 each, and moved to Body, Sense, or Coordination as desired. 

Mukhlis live a life deeply connected to their primal nature. They embrace their beast-like qualities and resemble the animals they identify with. They form tight-knit packs as a caste within the Sayaad clan, creating a sense of camaraderie and unity among themselves. They possess enhanced senses and strength, making them formidable opponents on the battlefield. Their pack becomes their extended family, providing a sense of belonging and purpose. Despite their unique abilities and contributions, Mukhlis face discrimination and marginalization from other castes and other clans within Mashaya culture. That said, they are content and self-contained, and generally do not yearn for acceptance of their dual nature. They serve as a reminder of the dualities inherent to all mankind. The Mukhli regiment are renowned for their unpredictable strategems, unit cohesion, and ferocity. Individuals of this caste are treated as separate from societal norms, and often tolerated as pets within wealthy households. 

The Zerzuran Wordbearers use a form of this spell on their helms to create a uniform Demonic appearance. This is unrelated to Mukhli culture, but it does enable Mind, Charm, and Command to be reduced by up to 1 each, and moved to Body, Sense, or Coordination as desired. When a Word Bearer removes their mask however, it is a relief and a cherished return to normality. 


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